i would love to make my own Special ability cantrip spell, wanna make it super OP and Charname only, thinking instant death no save with alot of cool effects, any tips for someone literally just starting out, seriously i have DLTCEP and have yet to mod a single file with it, though i can add Profficiencies with NI
@Sarevokok: Do you play EE or vanilla? If you use vanilla, I have some old files for summoning a Beholder or summoning a Golem. I could post them here if you're interested. Normally the Beholder summons won't use its rays if you summon one, but you can rig it to fire its rays randomly by giving it a custom weapon. The only difference is that its rays can be blocked by Protection from Magical Weapons.
@Sarevokok: Do you play EE or vanilla? If you use vanilla, I have some old files for summoning a Beholder or summoning a Golem. I could post them here if you're interested. Normally the Beholder summons won't use its rays if you summon one, but you can rig it to fire its rays randomly by giving it a custom weapon. The only difference is that its rays can be blocked by Protection from Magical Weapons.
being a mage who summons golems would rock, i would love to have that for EE
I would have liked meta magic spells. It was a good thing 3E did (or was it 3,5E?). Being able to empower fireballs etc but at the cost of upping them a level or two is interresting. It would have been cool to be able to up certain save or die spells to get harder and harder to save against, making seldom used spells more interresting to use at higher levels.
Maybe this was a bit off topic though, sorry for that. I don't know anything about modding myself.
I replaced some of the useless spells in my game. With ice based spells and healing spells, all from ad&d books
Infravision is Gemidans's icicle, single target, shoots a bolt of ice, 1-4 cold damage, %50 blind or %50 slow for 1 round, no save Reflected image is snowball, creates a snowball that can be thrown with +4 to hit, 1d6 cold dmg at lvl1, 2d6 at lvl 4 and 3d6 at lvl 7. Save or slowed for 1 round
Luck is frostfall, small area of effect, party unfriendly, 2d6 fixed damage, save or slowed for 1 round Deafness is paralysation ray, single target, save vs death or paralysed for 1 round/lvl
Detect illusion is ice lance, from iwd, uses cold scorcher animation, single target 4d6 cold damage, save or held for 4 rounds. Even with a save, slowed for 1 round Non detection is healing touch:cures 10 hp, caster must save or is held for 4 rounds
Ice storm is changed, only 1-8 damage per round but all are %50 blinded or %50 slowed for 1 round no save Remove curse is now emphatic healing, caster heals one target for 2 hp/lvl but takes the same damage as non lethal damage (so he can not be killed by can be knocked uncouncious) (basically this is punch damage) ( stoneskin protects from this damage. Unfourtunately!)
Conjure lesser air elemental is protection from poison, immunity to poison damage for 1round/lvl Phantom blade is flesh to ice, single target, very low range, save vs death or turned to ice (instant frozen death)
Conjure air elemental is otiluke's freezing sphere. This has two options upon casting Cold ray: like iwd, single target ray, 1d4+2 cold dmg/lvl, save negates all damage (single huge damage) Cold stone:creates a cold missile that can be thrown, auto hits and blasts like a cold fireball, 6d6 cold damage to all, save for half, bypasses mr, slows for 2 rounds. (Low damage but good area special)
Control undead is now waves of cold:uses old cone of cold animation, pierces cold resistance of enemies making them more suspectible to cold, salamanders and fire elementals must save at-4 or die, all others save at -4 or get -%50 cold resistance for 1 round/lvl
Bigby's clenched fist is Polar ray, single target ray, 1-8 damage/lvl max 20d8, save vs breath at-4 avoids all damage, struck victim gets slowed by the chill for 4 rounds.
I replaced all of the corresponding scrolls as well, used unused spell/scroll icons and got iwd ones to replace some. Also any cold spell plays cold hit animation of iwd (blasting ice) and anyone slowed by cold effect has its skin color turned to blue, like those chilled monsters in diablo2.
I love these spells and think they are balanced and fun to use!
@lunar those sound awesome, you don't happen to have a mod for it or the files? Or perhaps some pointers, I've always wanted to change Infravision into something marginally less useless.
I have the needed files and edited dialog file ofcourse, but have no idea how to put it out as a mod, sorry. I used dltcep mainly and borrowed things from some other mods and iwd:ee
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You get the point, that'd be fun as hell to play with.
Maybe this was a bit off topic though, sorry for that. I don't know anything about modding myself.
Infravision is Gemidans's icicle, single target, shoots a bolt of ice, 1-4 cold damage, %50 blind or %50 slow for 1 round, no save
Reflected image is snowball, creates a snowball that can be thrown with +4 to hit, 1d6 cold dmg at lvl1, 2d6 at lvl 4 and 3d6 at lvl 7. Save or slowed for 1 round
Luck is frostfall, small area of effect, party unfriendly, 2d6 fixed damage, save or slowed for 1 round
Deafness is paralysation ray, single target, save vs death or paralysed for 1 round/lvl
Detect illusion is ice lance, from iwd, uses cold scorcher animation, single target 4d6 cold damage, save or held for 4 rounds. Even with a save, slowed for 1 round
Non detection is healing touch:cures 10 hp, caster must save or is held for 4 rounds
Ice storm is changed, only 1-8 damage per round but all are %50 blinded or %50 slowed for 1 round no save
Remove curse is now emphatic healing, caster heals one target for 2 hp/lvl but takes the same damage as non lethal damage (so he can not be killed by can be knocked uncouncious) (basically this is punch damage) ( stoneskin protects from this damage. Unfourtunately!)
Conjure lesser air elemental is protection from poison, immunity to poison damage for 1round/lvl
Phantom blade is flesh to ice, single target, very low range, save vs death or turned to ice (instant frozen death)
Conjure air elemental is otiluke's freezing sphere. This has two options upon casting
Cold ray: like iwd, single target ray, 1d4+2 cold dmg/lvl, save negates all damage (single huge damage)
Cold stone:creates a cold missile that can be thrown, auto hits and blasts like a cold fireball, 6d6 cold damage to all, save for half, bypasses mr, slows for 2 rounds. (Low damage but good area special)
Control undead is now waves of cold:uses old cone of cold animation, pierces cold resistance of enemies making them more suspectible to cold, salamanders and fire elementals must save at-4 or die, all others save at -4 or get -%50 cold resistance for 1 round/lvl
Bigby's clenched fist is Polar ray, single target ray, 1-8 damage/lvl max 20d8, save vs breath at-4 avoids all damage, struck victim gets slowed by the chill for 4 rounds.
I replaced all of the corresponding scrolls as well, used unused spell/scroll icons and got iwd ones to replace some. Also any cold spell plays cold hit animation of iwd (blasting ice) and anyone slowed by cold effect has its skin color turned to blue, like those chilled monsters in diablo2.
I love these spells and think they are balanced and fun to use!